Sail, Swab, Scurvy is a naval supplement for Block, Dodge, Parry and Cairn that brings swashbuckling adventure to your tabletop. It maintains BDP’s philosophy of meaningful choices and organic storytelling while adding ship-to-ship combat, boarding actions, and high-seas drama.

Why Make Another Naval Supplement?

While working on this, I kept coming back to one core idea: ships shouldn’t just be vehicles that get characters from A to B – they should be stages for drama. Every naval encounter should open up story possibilities rather than close them down. Even defeat should lead to interesting choices rather than just a “game over.”

What’s In The Box?

Ships

  • Hit Protection (HP) represents a ship’s ability to avoid serious damage
  • Hull (HUL) tracks structural integrity
  • Maneuverability (MAN) for those tight tactical situations
  • Speed (SPD) for dramatic chases
  • Plus detailed cargo systems that affect how your ship performs

Dynamic Ship Combat

Combat flows naturally between ship-scale and personal-scale action:

  • Track relative positions through “distance brackets”
  • Players man different stations during battle (trim sails, take aim, perform evasive maneuvers)
  • Tactical advantage system makes positioning matter
  • Seamless transition into boarding actions

The Drama of the High Seas

Every encounter is an opportunity for storytelling:

  • Rich encounter tables that generate both ship type AND situation
  • Reaction system that accounts for everything from your reputation to your figurehead
  • Detailed trade goods system where cargo has practical gameplay uses
  • Weather and journey systems that make every voyage feel unique

Individual Heroics

While the party shares the same vessel, every character gets chances to shine:

  • Specialized roles like lookout, navigator, and diplomat
  • Personal combat during boarding actions
  • Clear ways to contribute to larger battles
  • Skills that matter both on deck and in port

Adaptable to Your Setting

While designed for Age of Sail adventures, the system includes guidelines for:

  • Ancient Mediterranean galley warfare
  • Viking Age coastal raiding
  • Far future space opera

The core mechanics stay consistent – just dress them in different narrative clothes.

Boarding Rules

I think the boarding rules turned out quite neat: they capture that chaotic, swashbuckling feel of movie naval battles while keeping things tactically interesting. Players can swing between ships, duel on the deck, and rally the crew – all while contributing to the larger flow of battle.


I’d love to hear your thoughts!

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